5.4 IK/FK switching: Match to Pose Broken?

Hello, when “animating” the metahuman IK/FK switch in 5.4 Sequencer, my metahuman arms pop when switching between the IK and FK. Is there a snap to Pose feature so I do not get any popping?

  1. When testing the IK/FK on a single key frame the IK/Fk ‘will not’ show any issues.

  2. However, when animating the IK/FK switch in Sequencer, the switch from IK to FK will reveal a pop. The pose for the FK is different from the pose of the IK.

May I ask, is there a feature similar to the HIK rig in Maya? In Maya’s HIK rig, when I switch between the IK and FK, the poses of the rig match, there is no popping of the poses seen when switch IK/FK, when animating.

In UE 5.4, is there a workflow that I need to use in Sequencer so the IK to FK switch does not pop when animating between poses? For example, how would I do a hand stand flip using IK/FK switch?

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This helps the elbow alignment. But the hand still pops.
image

  1. I’m sure Epic got some inspiration from Maya to set up the IK/FK switch if we are keyframing in Sequencer. I’m sure there is a “Match to pose” button somewhere…it is probably just named something different.

If “Keep Aligned” is off, the hand rotates 360 degrees.

I’m hope there is a “Match to pose” button hiding somewhere.

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I would expect to find this feature even in very basic animation software. Is it really missing?